Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Nov 04, 2007 9:16 am Post subject:
[FS] Siege City (2-4)
Subject description: updated to 1.35
Yes, when I started this map I opened up FinalSun for the first time, in back in September 2006.
March of 2007, posted a preview, and it's really come a very very long way since then.
After a great deal of adjustments, monotony, failures, and successes - there were many times where i just wanted to scrap this map entirely.. but I kept with it, till now - I think it's finally ready for public release!
Behold the megamap:
(last minute change - tib by player's bases is now green instead of blue)
This map is called "Siege City" for a good reason. As you will notice, all four players are in well fortified in each corner. However, there's limited tiberium by each base. In order to maintain a good economy, players must venture out into the larger tiberium fields, where their harvesters are more vulnerable. I've made several structures capturable, which players may use to extend the reaches of their base.
al of the Tiberian Dawn buildings (power plants will supply power - also keep in mind the TD buildings aren't repairable),
solar panels (supply power)
Civilian array (radar, and cloak detector)
Civilian armory (lets you build sandbags... lots of em)
You may also utilize the civilian air transports as you see fit - simply load up a tranport with 5 troops, and it will automatically fly to the next airbase and unload. The Chinhook transports travel in a clockwise direction around the map from base to base, and the orca transports travel counterclockwise.
The civilians in this region are aware of the importance of maintaining a steady transit system. If the train in operation happens to be destroyed, another one will automatically take its place.
(no, bikes aren't equipped with core defender guns in the final version - that was just for testing )
Features I wanted to implement, but ditched:
>This was originally going to be a TS:Retro map, using dropship/dropship bays as the civilian air transports. Firstly - I couldn't get it all to work properly, second - the map was crashy with Retro. Third - Retro isn't really that good of a mod anyways..
>I wanted the trains to carry & unload passengers. You have no IDEA what kind of mental pain and agony I went through trying to get this to work. What little I learned from all that mind grinding is posted in the train research topic.
>I wanted to implement a day/night loop where the mutants turned enemy at night, then ally at day.
I got a good day night loop going, but I couldn't get my trigger to spring correctly. Not only that, but my on/off day/night lightposts weren't even working the way I wanted. I figured, even if I were to put in this feature, I wasn't even really sure if it would be good for the gameplay aspect of the map. After much frustration, I deleted all the mutants, and the day/night triggers (which screwed up my trains, so then I had to play with those a bit to get em working again :wall: )
Now at 4AM Nov 4th, here it is at last. Enjoy
EDIT: Now updated to 1.35 as of the last edit. Fixed air transports, trains, tunnels, bridges, and every error I could find (thanks LKO for finding some errors )
That is one great map, especially for your first ever. I Like how you have the bursts of colour, and the triggers look great. You sure deserve a spotlight. QUICK_EDIT
Something weird happened...
I was playing in the North Western Corner, and I noticed that the bridge above the river was destroyed. Than my Titans developed a Jesus Complex and walked on water where the bridge is supposed to be. QUICK_EDIT
You know what would really put the cherry on the cake? Some of your civvy units going round the map, and incorporate some Terrain Expansion, it has some really good road bits QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu Nov 08, 2007 1:14 am Post subject:
I think Dusk is using TX.. and yea I did make some traffic. I could throw in some more traffic in Dusk, since it will also feature my civilian voxel 12 pack _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I just noticed something. The veinhole in the middle of the city is highlighted with orange light, whereas the veinhole in the bottom of the map has no lightning at all (or negative lightning). Either remove the lightning from the other veinhole, or add the orange lightning to the other veinhole. _________________
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Nov 09, 2007 1:50 pm Post subject:
The one on the top has lighting because it's in a lighted city. The one in the bottom is in a sort of no-man's land, and to gie it additional light would take away from the effect _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Well I played it and I must say it was quite good. Though of course I always come up with stuff to say about it and how to improve. smile.gif
Cliff work: 8.7/10 no cliff errors were found. They just seemed...well....that the placement style was quite repetitive across the map. Also I'm adding it to this section because it kinda has to do with cliffs but anyways 2 of your back facing tunnels were overlapped by other things. 1 is near way point 21 and its where the train ramp comes down right after the bridge. I think its being caused by the back tunnel being too close to the ramp. 2nd one is up in the top right by that war factory. The war factory kinda, though not too badly, overlaps the tunnel and kinda looks weird. Also a third thing is next to that where the tunnel opens up on the other side and goes to a bridge across a water way...part of the bridge looks like a normal overlay was placed on top of it and it made me think there was a cliff error at first. I suggest fixing that.
Layout/concept: 9/10 it was an interesting layout however I didn't really like how there was only 1 access into each base except the bottom left player who had 2 bridges although he could choose if those bridges would be destroyed and would stay that way.
Lighting: 8.8/10 the lighting was great. Just needed a day night loop and maybe something more on the city area as for some reason I felt that was lacking something.
Triggers: 8.5/10 the trigger were nice. although I do suggest putting the meteor shower thing to be a little later on as I didn't get to see it as I was still getting my base set up to basics and scouting around the general area. Coulda possibly used an ion storm in there somewhere.
Game play: 7/10 this one hurt ya i think. Due to small things here and there I really didn't like game play. The AI played how they normally play. However, at times it was just too easy to defend against them due to there only being 1 entrance to a base and it being easy to protect from AI. also I really disliked the sniper things...too many of them here and there made for an annoyance IMO when traveling around and getting sidetracked on "where the hell is that stupid thing" XD sure it was a laugh for awhile but it just wasn't that great.
Overall: 8.4/10 Spotlight worthy** (truthfully i think i go too easy on my judging though XD ) All in all I say this would make for a better map to play against other people online much more than against an AI as the AI is just too easy to defend against but bundles up their artilleries/juggernauts and makes it hard to penetrate their base except via air. So against the AI you get a kinda long boring game.
Now this one I didn't add because its more of a stupid AI thing than anything but the top right AI just kept shooting at a random part of the laser fence walls with their juggernauts. They didn't target the building towers.....just a section of the wall which does nothing obviously. So yea.... thats just one reason not to include walls a lot of the time.
is this a long enough review for ya XD didn't expect it to be THIS long.
**Note that spotlight is harder to get here on PPM usually so yea...I mean come on Yelcraz didn't or at least hasn't gotten spotlighted. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Dec 25, 2007 10:03 pm Post subject:
Version 1.3
>fixed air transports, now they work %100!
>added more delay on the meteor storm
>removed that random old war factory
>Civilian mammoth tanks & gates don't reveal shroud
There is too much of the same LAT tile used in some places, for instance all four of the starting possitions. Though, the game-play easily makes up for that. This map still has my approval (As we agreed in the Intoxication thread ).
I Wonder what happened to the spotlight round up? Intoxication and Seige City where not spotlighted? =S
Edit : Err, Team Black? There is a spawning problem. When I started up the map, My units where spawned right next to one of the chinook's. This is normally caused by a C'n'P Error, It's happened to me once before. Did you do any Copying and Pasting on the newer version, Blackster? QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Dec 26, 2007 3:02 am Post subject:
Crash, I appreciate the feedback, but that's a pretty silly thing to complain about
I place all the unused player waypoints in one spot ,so I don't have to worry about em when I'm using the "place waypoint" tool -
'cept I forgot to delete em after I was done
Updated to 1.31:
>Start locations fixed
>Some snipers removed
Can we have the newest/latest download then TB :p ? Brilliant, it deserved the spotlight with all the hard work you put into it.
Edit: TB, btw the TS Dusk link in your sig doesn't work...better fix that ! _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum